10 Commits
Author SHA1 Message Date
西风逍遥游 fc6119c3f3 feat(procgen): add integrated terrain world generation pipeline 2026-09-15 11:34:02 +08:00
西风逍遥游 8ec65e796c fix: enforce checked handles across full CI build 2026-08-27 18:21:02 +08:00
西风逍遥游 a48ad07227 fix(webgpu): align cascaded grass lighting 2026-08-25 12:36:42 +08:00
西风逍遥游 34d1fdb63b refactor(modules): clear remaining back-edges and split the largest TUs (#127)
* chore(ci): add clang-format gate, CODEOWNERS and agent collaboration rules

* refactor(modules): clear remaining back-edges and split the largest TUs

Three known dependency back-edges are gone (module_depgraph.py KNOWN_BACK_EDGES
is now empty; --check passes with 0 violations, 0 cycles):

- window -> graphics: window queries the new IWindowSurfaceHost capability
  (common/WindowSurfaceHost.h) instead of holding a Graphics pointer;
  Window::setGraphics was removed and all call sites updated.
- window -> image: Window::setIcon was replaced by setIconRGBA(const uint8_t*,
  w, h); the window no longer decodes ImageData.
- scene -> graphics: pickScreenAt / collectFrustumIdsAt implementations moved
  to graphics/ScenePicking.cpp (graphics -> scene is a legal downward edge);
  scene now depends only on spatial.

TU splits (pure moves, verified identical method sets and brace balance):

- vulkan/Graphics.cpp (5118 lines) -> Graphics.cpp (lifecycle), GraphicsPipeline,
  Graphics2D, Graphics3D, GraphicsMesh + shared GraphicsInternal.h.
- scene/Scene.cpp -> Scene.cpp (script layer / host lifecycle / serialization)
  + SceneNodes.cpp + shared SceneInternal.h.

Verified with a real build (MSVC 19.51, prebuilt third-party): full build green;
window.* and Scene.* suites pass, including scene picking/culling and GPU cases.

* refactor(graphics): narrow Graphics interfaces and clear public-header leaks

Step 4 — interface segregation:
- New lean interfaces: IGraphics2D, IGraphics3D, IResourceFactory, IPostFX
  (pure virtuals, forward-declared types only; graphics/Color.h extracted from
  Canvas.h so modules that only need the color type stop pulling Canvas.h).
- Graphics now implements all four facets; consumers can depend on the narrow
  interface they use instead of the 129-method god class.
- Migrated voxel (VoxelWorld::drawVisible -> IGraphics3D*) and model3d
  (ModelRenderer::buildRenderable(s) -> IResourceFactory&).
- Graphics.h slims from 24 sub-header includes to a handful of small type
  headers + forward declarations; the destructor moved out-of-line so
  unique_ptr effect members are destroyed where types are complete.

Step 5 — header leaks (module_depgraph.py '*' marks: 14 -> 7):
- map/TileLayer.h, particles/ParticleEmitter.h, avatar/AvatarInstance.h,
  animation/SpineAnim.h, map/TileSystem.h, model3d/ModelData.h,
  model3d/ModelRenderer.h, audio/Audio.h + Source.h, image/ImageData.h +
  Image.h, dialogue/Dialogue.h, procgen Palette/OutputSpec/TextureRecipe/
  PbrMaterial -> forward declarations, includes moved to .cpp.
- voxel/VoxelWorld.h: terrain sampler Pimpl'd (unique_ptr + out-of-line
  destructor), removing the procgen header dependency.
- gpgpu/vulkan backend headers stop pulling graphics/vulkan/Graphics.h.
- Remaining '*' marks are deliberate: tiny POD/enum headers (GridConfig,
  MapObject, BlendMode, Color), an internal backend header
  (GraphicsInternal.h -> filesystem), and lean interface references.

Verified with a full clean build (MSVC) and tests: window/Scene/voxel/
RenderSystem/Quad/shader/TextureSampler/resourceLifetime pass; broad suite
only shows the pre-existing PHYSFS-init filesystem-environment failures.

* feat(resources): revive ResourceManager as unified IAssetReloader-backed cache

* fix(resources): leak ResourceManager singleton to avoid exit-time teardown crashes

Cached CPU resources may own third-party handles (FreeType faces, Assimp
scenes, image decode handlers) whose libraries are torn down at process
exit in an unspecified TU order; destroying cached entries from the
singleton destructor can segfault at exit (seen on CI Windows in
model3d.materialApi.objMtl). Keep the singleton alive until OS reclaim;
explicit unload()/clear() still release entries during the run.

* refactor(devtools): consume business modules through capability interfaces

DevTools / cmdline no longer include business-module headers, so trimming
scene / physics / procgen / particles / audio / ui / graphics no longer
requires disabling devtools, and devtools can be switched off with
-DEVENGINE_MODULE_DEVTOOLS=OFF.

New capability interfaces in common/:
- ISceneQuery (scene) - host/node inspection + mutation + transform sync
- IRenderCapture (graphics) - render status, PNG capture, camera control,
  visible-entity snapshot, entity-ID mask, G-buffer PNGs
- IPhysicsQuery (physics) - 2D world lifecycle + ray casts
- IProcgenQuery (procgen) - recipe listing, map/mesh generation
- IParticlesQuery (particles) - emitter status + one-shot emit
- IAudioQuery (audio) - volume / stop-all
- IEditorHost (ui) - declarative editor host (used by cmdline too)

Providers register in their module constructors. DevTools rewires McpServer
(render/scene/procgen/physics/particles/audio/host tools), SceneInspect
(now delegates to ISceneQuery + IRenderCapture) and RenderVision (uses
IRenderCapture::capturePngDataUrl); cmdline/Mcp.cpp uses IEditorHost.

manifest: devtools DEPS graphics scene physics procgen particles audio ui
image event filesystem -> event; cmdline DEPS filesystem ui -> filesystem.

Verified: full build green; devtools.mcp.* tests pass; broad suite shows
only the pre-existing PHYSFS-init filesystem-environment failures.

* style: apply clang-format to changed lines after dev merge

* fix(webgpu): include RenderControl/TextureSampler explicitly after Graphics.h slimming

* fix(webgpu): provide newFont/print stubs to satisfy IGraphics2D/IResourceFactory vtables

* fix(common): make ProcgenQuery.h self-sufficient (cstdint/utility for GCC)
2026-08-20 05:53:33 +08:00
西风逍遥游 adf32a4e78 test: re-enable hair/runtime suites, add resource-lifetime and tooling tests
Re-add test/hair.cpp and test/runtime.cpp (fixing the missing zeroerr include and enum comparisons), add graphics.resourceLifetime tests for the new release APIs, a test-source manifest check, module declared-layer check with unit tests, and a raw-string-literal regression test.
2026-08-19 22:44:53 +08:00
Cursor Agentand西风逍遥游 bc128ffdf3 feat(graphics): use authored 2x2 grass and leaf sway atlases
Load the four grass and two leaf masks from test/Texture instead of
painting a procedural strip. Pack them into one 2x2-per-variant atlas,
sample frames by instance id, and tint with the existing two-tone green.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-15 07:36:32 +00:00
Cursor Agentand西风逍遥游 e8e11ef2f9 fix(test): make grass sway-frame advance check wrap-safe
0.48s at 0.12s/frame is exactly 4 frames and can land on the same atlas
index after modulo. Use 0.36s (3 frames) so the CHECK is stable.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-15 06:43:13 +00:00
Cursor Agentand西风逍遥游 23e83a4dcb fix(test): avoid unique_ptr in grass GPU REQUIRE checks
zeroerr Expression copies the compared value, which is illegal for
std::unique_ptr. Compare raw pointers instead.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-15 06:37:04 +00:00
Cursor Agentand西风逍遥游 27f7b176cb test(graphics): GPU-render t3ssel8r grass and save a screenshot
Bake alwaysDark into billboard normals so dense and sparse tufts can share
one mesh shader in the 3D pass, then add a windowed GPU test that draws a
field with a shadow-casting occluder and writes grass_field.png.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-15 06:30:51 +00:00
Cursor Agentand西风逍遥游 f29752dbb1 feat(graphics): add t3ssel8r-style stylized grass
Sample terrain meshes with Poisson-disk or Halton blue noise, expand
root-pivoted billboard quads, and shade them with a 4-frame sway atlas.
Instance ids desync the animation, the CSM shadow map picks between
light and dark green, and a second sparse pass adds always-dark tufts.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-15 06:15:15 +00:00